Buildings, Equipment, Infrastructures and Trade Goods
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This article is the last about the small pack of tips to build a mining settlement.
We present a sketch of what we call Buildings, Equipment, Infrastructures and Trade Goods.
Some explanation about each category is required.
Buildings
A building has a specific purpose and is usually related to a specific primary secondary stat, usually and not always. Buildings requires a Build action.
Equipment
A equipment affects directly the population and produce a positive enhancement in actions that are related to population. These effects include better mining output and better combat performance of your army. Equipment requires a Craft action.
Infrastructures
They may be well confused with buildings, however an infrastructure is something that involves and affects the whole settlement andits dwellers. An infrastructure usually has prerequisites, is more expensive than a building and its price rises according to your population. Infrastructures requires a Build action.
Trade Goods
These are stuff that can be produced and its list can be as large as your imagination. Trade Goods can be produced and traded for gold or resources. Trade Goods requires a Craft action.
Proposed buildings, equipment, infrastructures and trade goods
Below we present some, but not all the possible, stuff a settlement can make. Each entry includes the cost, the effect and the DC to build or craft (with the stat involved in the roll).
B=building; E=equipment; I=infrastructure; TG=trade goods
Acqueduct (I)
Cost: 5,000 gp +100gp*pop
Effect: +1d4% population growth per year; +1 resistance rolls against plagues.
DC to build: technology roll // 15 +2 per settlement’s tier.
Armor tier I, tier II or tier III (E)
Cost: 20gp*pop (tier I); 200gp*pop (tier II); 400gp*pop (tier III)
Effect: +1 military and flexibility rolls to defend (tier I); +2 military and flexibility rolls to defend (tier I); +3 military and flexibility rolls to defend (tier I);
DC to craft: military or technology roll // 5 (tier I); 20 (tier II); 30 (tier III).
Bank (B)
Cost: 15,000
Effect: +1d6% on gp earned after a sell product action; +2 resistance rolls to expand
DC to build: flexibility roll // 10
Barracks (B)
Cost: 30,000
Effect: +2 military rolls to invade and raid actions; +2 military rolls to defend; +1 to damage
DC to build: military roll // 10
Chamber of Commerce (B)
Cost: 15,000
Effect: +1 to any roll to craft; +2 influence rolls to sell product; +100gp per week.
DC to build: influence roll // 10
Financial Network (I)
Cost: 20,000
Effect: +1 influence rolls to sell product; +1 to any roll to build; -5% to cost of buildings and infrastructures
DC to build: influence roll // 10
Granary (B)
Cost: 5,000
Effect: +1d3% population growth per year; +1 resistance rolls against Events
DC to build: resistance roll // 8
Hospital (B)
Cost: 50,000
Effect: +1d6% population growth per year; +4 resistance rolls to recover; +2 to any roll against Events
DC to build: technology roll // 20
Housing tier I, tier II or tier III (B)
Cost: 100gp*pop (tier I); 200gp*pop (tier II); 300gp*pop (tier III)
Effect: +1% population growth per year (tier I); +1% population per year (tier I); +2% population growth per year (tier II); +3% population growth per year (tier III)
Dc to build: technology or flexibility roll // 10 (tier I); 15 (tier II); 20 (tier III)
Laboratory (B)
Cost: 10,000
Effect: +2 technology rolls for technological enhancement; +5% to earned experience
Dc to build: technology roll // 20
Library (B)
Cost: 5,000
Effect: +1 culture rolls to train; +1 to any roll against Events; +5% to eraned experience
Dc to build: culture roll // 15
Mining tools tier I, tier II or tier III (E)
Cost: 3gp*pop (tier I); 5gp*pop (tier II); 8gp*pop (tier III)
Effect: +1% mining output (tier I); +2% mining output (tier II); +3% mining output (tier III)
DC to craft: technology roll // 10 (tier I); 15 (tier II); 25 (tier III)
Railway and Charts (I)
Cost: 100gp*pop
Effect: +1% mine output per settlement’s tier
DC to build: technology roll // 10 +1 per settlement’s tier
Shrine (B)
Cost: 5,000gp
Effect: +1 culture rolls to recover
DC to build: culture roll // 10
Temple(B)
Cost: 20,000gp
Effect: +2 culture rolls to recover; +2 culture rolls to train
DC to build: culture roll // 15
Ventilation System (I)
Cost: 50,000gp
Effect: +1 resistance rolls to recover; +1 flexibility rolls to produce; +1 to any roll to craft and build actions; +1 military and flexibility rolls to defend.
DC to build: technology roll // 15
Warehouse (B)
Cost: 10,000gp
Effect: +1 resistance rolls to expand; +1 flexibility to produce
DC to build: flexibility roll // 12 +2 per settlement’s tier
Wastaewater (I)
Cost: 10,000
Effect: +1d3% population growth per year; +1 resistance rolls against Events
DC to build: technology roll // 17
Weapons tier I, tier II or tier III (E)
Cost: 5gp*pop (tier I); 20gp*pop (tier II); 50gp*pop (tier III)
Effect: +1 military rolls to invade and raid, +1 damage (tier I); +2 military rolls to invade and raid, +2 damage (tier II); +4 military rolls to invade and raid, +4 damage (tier III);
DC to craft: military or technology roll // 5 (tier I); 20 (tier II); 30 (tier III)
Workshop (B)
Cost: 10,000gp
Effect: +2 to any roll to craft and build actions.
DC to build: technology roll // 12
Conclusions
So, for now it’s all about the sketch to develop and run a mining settlement. Of course every section can be improved and expanded.